3D animation in Unity is non-programmer-friendly, so you don't need to know how to code in order to create good-looking animations
when doing animations, the 'record' button must be on to keep track of changes e.g. transform or colour
all of the components on an object can be altered during recording.
to avoid a jerky loop, add another keyframe to the end that matches the starting one
first frame = last frame = smooth loop
to change the colour or audio during an animation, the same principles apply as movement
you must specify when you want the audio to start fading out, because it will go from one keyframe to the next exactly as provided in the Animation window
"apply root animation" means that the animation will play from a specified point, rather than from the beginning as is default
when something goes wrong, usually the best course of action is trial and error
Brackeys. (2020, January 13). How to make AWESOME Scene Transitions in Unity! [Video]. YouTube. https://www.youtube.com/watch?v=CE9VOZivb3I
Notes for Brief 3:
animation is not required
UI:
fonts can be changed out easily
the UI menu can also be switched out for a pre-made sprite if desired, it does not have to be exactly what is given
Assets:
to replace the placeholders with project assets;
drag the new object into the right place over the default
have the same components attached to the new as old
resize the trigger on the original object
hide it, don't delete it!
can replace the camera altogether if necessary, but it may affect player movement
if the player needs replacing, it must just be tagged correctly in order to work
Skyboxes can be sourced from the Unity Asset Store by searching "classic skybox"
To change the skybox:
window > rendering > lighting > environment
For next week:
Add a new skybox to the scene
Finish models
Replace placeholder assets with untextured new ones
apply materials to objects in prefab mode
double-click prefab > open components > apply materials to each
Upload all models and UV maps to drive
Mid-project reflection